Ajout version Release/x64 avec les libraries x64 et tuning de la version Debug

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MarcEricMartel
2021-12-10 07:16:43 -05:00
parent 9b56a9b4a5
commit f4ec4816af
2745 changed files with 292873 additions and 8 deletions

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using System.Reflection;
using System.Runtime.CompilerServices;
//
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
// associated with an assembly.
//
[assembly: AssemblyTitle("")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("")]
[assembly: AssemblyCopyright("")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
//
// Version information for an assembly consists of the following four values:
//
// Major Version
// Minor Version
// Build Number
// Revision
//
// You can specify all the values or you can default the Revision and Build Numbers
// by using the '*' as shown below:
[assembly: AssemblyVersion("1.0.*")]
//
// In order to sign your assembly you must specify a key to use. Refer to the
// Microsoft .NET Framework documentation for more information on assembly signing.
//
// Use the attributes below to control which key is used for signing.
//
// Notes:
// (*) If no key is specified, the assembly is not signed.
// (*) KeyName refers to a key that has been installed in the Crypto Service
// Provider (CSP) on your machine. KeyFile refers to a file which contains
// a key.
// (*) If the KeyFile and the KeyName values are both specified, the
// following processing occurs:
// (1) If the KeyName can be found in the CSP, that key is used.
// (2) If the KeyName does not exist and the KeyFile does exist, the key
// in the KeyFile is installed into the CSP and used.
// (*) In order to create a KeyFile, you can use the sn.exe (Strong Name) utility.
// When specifying the KeyFile, the location of the KeyFile should be
// relative to the project output directory which is
// %Project Directory%\obj\<configuration>. For example, if your KeyFile is
// located in the project directory, you would specify the AssemblyKeyFile
// attribute as [assembly: AssemblyKeyFile("..\\..\\mykey.snk")]
// (*) Delay Signing is an advanced option - see the Microsoft .NET Framework
// documentation for more information on this.
//
[assembly: AssemblyDelaySign(false)]
[assembly: AssemblyKeyFile("")]
[assembly: AssemblyKeyName("")]

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// This example will show how to use sound effects such as echo, reverb and distortion.
// irrKlang supports the effects Chorus, Compressor, Distortion, Echo, Flanger
// Gargle, 3DL2Reverb, ParamEq and WavesReverb.
using System;
using IrrKlang;
namespace CSharp._05._Effects
{
class Class1
{
[STAThread]
static void Main(string[] args)
{
// start the sound engine with default parameters
ISoundEngine engine = new ISoundEngine();
// we play a .xm file as music here. Note that the last parameter
// named 'enableSoundEffects' has been set to 'true' here. If this
// is not done, sound effects cannot be used with this sound.
// After this, we print some help text and start a loop which reads
// user keyboard input.
ISound music = engine.Play2D("../../media/MF-W-90.XM", false,
false, StreamMode.AutoDetect, true);
// Print some help text and start the display loop
Console.Out.Write("\nSound effects example. Keys:\n");
Console.Out.Write("\nESCAPE: quit\n");
Console.Out.Write("w: enable/disable waves reverb\n");
Console.Out.Write("d: enable/disable distortion\n");
Console.Out.Write("e: enable/disable echo\n");
Console.Out.Write("a: disable all effects\n");
while(true) // endless loop until user exits
{
int key = _getch();
// Handle user input: Every time the user presses a key in the console,
// play a random sound or exit the application if he pressed ESCAPE.
if (key == 27)
break; // user pressed ESCAPE key
else
{
ISoundEffectControl fx = null;
if (music != null)
fx = music.SoundEffectControl;
if (fx == null)
{
// some sound devices do not support sound effects.
Console.Out.Write("This device or sound does not support sound effects.\n");
continue;
}
// here we disable or enable the sound effects of the music depending
// on what key the user pressed. Note that every enableXXXSoundEffect()
// method also accepts a lot of parameters, so it is easily possible
// to influence the details of the effect. If the sound effect is
// already active, it is also possible to simply call the
// enableXXXSoundEffect() method again to just change the effect parameters,
// although we aren't doing this here.
if (key < 'a') // make key lower
key += 'a' - 'A';
switch(key)
{
case 'd':
if (fx.IsDistortionSoundEffectEnabled)
fx.DisableDistortionSoundEffect();
else
fx.EnableDistortionSoundEffect();
break;
case 'e':
if (fx.IsEchoSoundEffectEnabled)
fx.DisableEchoSoundEffect();
else
fx.EnableEchoSoundEffect();
break;
case 'w':
if (fx.IsWavesReverbSoundEffectEnabled)
fx.DisableWavesReverbSoundEffect();
else
fx.EnableWavesReverbSoundEffect();
break;
case 'a':
fx.DisableAllEffects();
break;
}
}
}
}
// simple functions for reading keys from the console
[System.Runtime.InteropServices.DllImport("msvcrt")]
static extern int _kbhit();
[System.Runtime.InteropServices.DllImport("msvcrt")]
static extern int _getch();
}
}

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<?xml version="1.0" encoding="utf-8"?>
<configuration>
<startup><supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5"/></startup></configuration>